Author Topic: Cogmind (now at Beta 5)  (Read 32541 times)

Kyzrati

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Re: Cogmind (now at Beta 4)
« Reply #180 on: January 13, 2018, 12:41:19 AM »
SITREP Saturday #10: Rainbowmind - Color customization, visible map borders, Wiki updates, 7DRL...

« Last Edit: January 14, 2018, 12:41:00 AM by Kyzrati »
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Tzan

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Re: Cogmind (now at Beta 4)
« Reply #181 on: January 13, 2018, 03:45:03 PM »
Your link points to #9

Kyzrati

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Re: Cogmind (now at Beta 4)
« Reply #182 on: January 14, 2018, 12:42:00 AM »
Whoops, links are hard xD. Fixed!
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Kyzrati

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Re: Cogmind (now at Beta 4)
« Reply #183 on: January 19, 2018, 11:59:53 PM »
SITREP Saturday #11: Feature Request - Yet tons more new stuff coming to Beta 5, out next week!

Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Kyzrati

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Re: Cogmind (now at Beta 5)
« Reply #184 on: January 24, 2018, 12:49:52 AM »
Cogmind Beta 5 "Zionic Revolution" is out! Featuring interesting changes to your potential Zion allies, new NPCs, items and mechanics, and color customization along with lots and lots (and lots) of QoL.

It's another big one.

For the full release notes and feature demo images, see here.

Cogmind Beta 5 "Zionic Revolution" (0.10.180124) changelog:
  • NEW: 9 new unique named NPCs
  • NEW: 13 more unique items
  • NEW: 1 new wheel variant
  • NEW: 3 new types of resupply dispatch
  • NEW: 1 new 0b10 terminal record, along with several random lore dialogues available in the usual places
  • NEW: 25 new score sheet entries (total = 662)
  • NEW: Several additional special encounters
  • NEW: 3 new optional map styles for ASCII mode players at size 16: Terminus, Verite, Kaypro (see manual under Advanced UI > Fonts)
  • NEW: Some methods for tweaking colors/brightness/saturation/etc (advanced.cfg for now: renderFilters, see manual under Color Customization)
  • NEW: Roster dispatches potentially include allies from a new category
  • NEW: Mechanic for automatically locating nearby terminals (spoiler)
  • NEW: Operators reset their terminal under a certain condition (spoiler)
  • NEW: Special animations for connecting to Z-hack-capable terminals
  • NEW: First connection to a Z-hack-capable terminal gives instruction regarding intel retrieval
  • NEW: Added EM damage spectrum class "Fine"
  • NEW: Enforced projectile spread mechanic for certain weapons
  • NEW: Line-of-fire for volley including a spread-enforced weapon highlights entire potential spread area
  • NEW: Option to always display the edges of the current map (advanced.cfg only: showMapBorders)
  • NEW: Option to completely disable the standard printing/text sfx (advanced.cfg only: muteTextSfx)
  • NEW: All Launcher Guidance Computers prevent launcher misfires otherwise caused by system corruption
  • NEW: Robots sending distress signals to alert nearby allies display the range of that signal
  • NEW: Effect description for matter/energy storage utilities explicitly states their ability to collect resources while in inventory
  • NEW: Active Particle Accelerators show modified damage values for applicable weapons in inventory and part list info mode ('q')
  • NEW: Effect of current momentum on melee weapon damage is shown directly next to applicable weapons in inventory and part list info mode ('q')
  • NEW: Discovering exits purely via Terrain Scanners in easiest difficulty mode reveals their destination as if sighted
  • NEW: Advanced quickStart option also available in easier difficulty modes
  • NEW: "Trapped" challenge mode prevents gaining trap knowledge from hacks, Zionite intel, 0b10 Decoders, and friendly Operators
  • NEW: Prototypes and other unknown parts identified by attaching them accompanied by explicit log message
  • NEW: Component Analysis Suite identification effect log message also specifies name of utility doing the identifying
  • NEW: Manual includes additional subsection explaining overload mechanic for some power sources and energy weapons
  • NEW: It's safe to hold a wait key while a nearby Fabricator or Repair Station is processing (autoblocks command for two seconds on task completion)
  • NEW: Manual includes additional subsection on Key Holding, under Key Commands
  • NEW: Starting position in Scrapyard will never overlap with an item
  • NEW: Map areas discovered via Terrain Scanners and other methods but never actually seen displayed in greenscale rather than color
  • NEW: Active Garrison Access dispatch countdown timers now visible on map when using a Signal Interpreter
  • NEW: Heat transfer damage may outright melt struck part of an already overheating robot (chance matches weapon's heat transfer value)
  • NEW: Filter mass item labels by applying an integrity percentage cutoff via itemLabelIntegrityPercentCutoff (advanced.cfg, currently defaults to 26%)
  • NEW: Filter mass item labels by applying a minimum depth-relative rating cutoff via itemLabelRelativeRatingCutoff (advanced.cfg)
  • NEW: Known faulty and broken items not labeled on map when using mass item labeling (can change behavior via advanced.cfg)
  • NEW: Mass labeling items a second time within 5 seconds ignores all label filters
  • NEW: If exiting a map will fail to bring some allies due to their distance, shows dedicated warning message and puts a longer block duration on the move
  • NEW: All Alpha supporter names registered since Beta 4 added to in-game list (see Credits menu)
  • MOD: Imprinting prevents direct and indirect hacks at most 0b10 terminals (special manual hacks okay)
  • MOD: Z-hacks can no longer be detected, traced, nor blocked across an entire floor
  • MOD: Some items may appear in more than one type of resupply
  • MOD: Cave seal disengage behavior different if imprinted
  • MOD: Mak. Sword uses regular melee impact sound rather than heavier sound
  • MOD: Updated color of Centrium wheel variant art to match other items of same material
  • MOD: Potential cave-in areas on map are always highlighted (tactical HUD mode not required)
  • MOD: Rocket Arrays and Scatter Rocket Arrays significantly improved, though can no longer be focused via targeting
  • MOD: Hero class renamed to Knight, ASCII changed from 'O' to 'K'
  • MOD: Hvy. Hardcell Cannon resource costs reduced
  • MOD: AM-PH4 propulsion tweaked
  • MOD: Behemoth cannot appear on top of cave exit stairs, and much less likely to be too near any cave entrance
  • MOD: "Trapped" challenge mode trap count multiplier upped from 5 to 10
  • MOD: Hack given by the so-called "annoying derelict" in caves causes the victim to follow instead of remain stationary
  • MOD: "Armor Coverage" best state entry in score sheet refers to raw total coverage of attached armor instead of percentage value
  • MOD: "Suicide/Restart" button on Game menu renamed "Self-destruct"
  • MOD: Robots sending distress signals to allies out of view only reveal that ally's position in easier difficulty modes
  • MOD: Robots calling for help or reinforcements from a garrison only reveal that garrison's position in easier difficulty modes
  • MOD: Removed Game menu, Save/Restart/Quit buttons now appear on Basic commands page
  • MOD: Removed tutorial message explaining how to save and exit
  • MOD: Removed "Show Non-FOV Color" from options menu, always on by default
  • MOD: Removed Ctrl-` command for toggling non-FOV color display
  • MOD: Weapon Cycler and Quantum Capacitor effect descriptions reworded for specificity, no longer refer to "projectile weapons"
  • MOD: Alarm Traps in Garrisons no longer trigger an investigation, they simply alert any nearby hostiles
  • MOD: Mechanics that clear robot memory (e.g. the Reconstructor) now also clear off-turn partial spot records
  • MOD: Melee momentum damage bonus applies to all melee weapons, not just I/S/P damage types (piercing still gets its double bonus)
  • MOD: Melee damage type modifiers on Status page merged into a single "Melee" value (extra piercing damage bonus only displayed by the weapon)
  • MOD: Only non-zero values are listed under the Status page's resistances and damage modifiers
  • MOD: Data Miner dispatch redirects no longer occur during late-game wars
  • MOD: With Label Supporter Items option on, the few items not applicable for gallery collection show standard description at bottom of info window
  • MOD: Easiest difficulty mode puts Med. Storage Unit in Scrapyard, rather than Sml.
  • MOD: A certain Exoskeleton's overweight penalty reduced from 30 to 20
  • MOD: Robot core damage popups in Tactical HUD mode default to showing actual remaining integrity rather than as a percent
  • MOD: Replaced advanced.cfg preciseCorePopup option with its opposite, percentCorePopup
  • MOD: "No X in view" message displayed when there is no applicable object for the given label type instead shows "No X to label"
  • MOD: Targeting will not autosuggest a previous target whose relation with you has changed since you last attacked it
  • MOD: Super Gauntlet challenge mode keeps the lone target Garrison Access available even under high security lockdown
  • FIX: Crash on right-clicking directly into second robot info while analysis or traits of first robot still open [Valguris]
  • FIX: Overloaded weapons did not apply damage bonus again walls [Valguris]
  • FIX: Walls/doors not applying damage resistances correctly [Valguris]
  • FIX: Schematics for items only available by special means did not display fabrication info when opened via fabricator/schematics list [Valguris]
  • FIX: Credits list contained some duplicate supporter names [zxc]
  • FIX: Insufficient energy for overloadable propulsion upkeep might overload the propulsion instead of autodeactivating it [zxc]
  • FIX: Typo in options.cfg (fix resets your calculation log setting; if you want a non-default option you'll need to redo) [zxc]
  • FIX: Penetration values missing from gallery export data [Raine]
  • FIX: While on-map combat log active, any visible messages could partially overlap an open Status window [Raine]
  • FIX: Typo in screenshot tags and filenames for game over screen [johnicboom]
  • FIX: Advanced quickStart option could also be activated in tutorial mode despite lack of Storage Unit in that layout [Zoticus]
  • FIX: New corrupted AI misfire mechanic could in some cases affect player UI target recall [Happylisk]
  • FIX: Could continue hacking record queries at a locked terminal prior to closing window by using number keys if keyboard mode active [neutral]
  • FIX: Pressing 'f' during the exact frame a major NPC enters view and opens dialogue window blocked commands once window closed [nuzcraft]
  • FIX: STAY command issued to ally with a previous destination allowed them to reach it before returning to intended stay location [GJ]
  • FIX: Subatomic Replicator used without effect then dropped into inventory remained unidentified until inventory redrawn due to another interaction
  • FIX: A certain type of derelict log could reveal exit to Zhirov's location, which they shouldn't know
  • FIX: Moving multi-cell robot sensor scans not displayed correctly in tiles mode
  • FIX: RMB on robot then opening Analysis or Traits and closing again prevented further right-clicks on other robots until info window closed
  • FIX: "Max Gunslinging Chain" entry in score sheet was not being tallied
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Nikolai

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Re: Cogmind (now at Beta 5)
« Reply #185 on: January 25, 2018, 01:01:17 PM »
Holy, sweet monkey, Kyzrati!  You are a machine!  How on Earth do you manage to generate such a volume of high-quality content every single release?

Kyzrati

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Re: Cogmind (now at Beta 5)
« Reply #186 on: January 25, 2018, 01:29:30 PM »
One must become the machine... to make a roguelike about so many robots.

Seriously though, this is my full-time job so I'm sorta "cheating" :P

I do put a lot of hours in, though, 190 in the 30 days it took to produce this release. Gotta stay dedicated to the cause!

The next release won't be quite so fast because I need to finally take some time out for things I keep putting off in order to get releases out, and also because I'd like to do a 7DRL in March :D
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Kyzrati

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Re: Cogmind (now at Beta 5)
« Reply #187 on: February 03, 2018, 12:53:46 AM »
SITREP Saturday #12: The Next Big Thing - Achievements are coming, and tons of stats from Beta 4!

Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Kyzrati

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Re: Cogmind (now at Beta 5)
« Reply #188 on: February 10, 2018, 12:48:44 AM »
This week in development was mostly about achievements. The finalized list for our first batch includes 255 of them o_O. Yesterday I was working on ASCII icons for every one...
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Kyzrati

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Re: Cogmind (now at Beta 5)
« Reply #189 on: February 16, 2018, 10:45:22 PM »
SITREP Saturday #13: 6.81 Seconds - Achievement icons, optimizing startup with multithreading, and more :)



(Also Cogmind happens to be 10% off right now.)
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Kyzrati

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Re: Cogmind (now at Beta 5)
« Reply #190 on: February 24, 2018, 01:48:45 AM »
Busy week!

I added a fourth type of map panning, of the RTS variety where you put the cursor against the edge of the screen.


But the biggest progress was made in the area of achievements... all 256 are now decided and listed in the game data, but still have to be implemented xD


I also did a mockup of the achievements UI, also still to be actually implemented...

I like it though, pretty and functional :D (Note that the icons don't actually match the achievements, and there are duplicate names--this is just a mockup so I wasn't worrying about everything being logical/perfect :P)

That's the latest one, where an earlier version was using my original darker version for locked/unknown achievement icons which I don't think looks quite as good in context? Not 100% sure...


At size 14 I also added an IBM VGA font for the map ASCII. Now there's some nostalgia!
« Last Edit: February 24, 2018, 01:57:48 AM by Kyzrati »
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Kyzrati

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Re: Cogmind (now at Beta 5)
« Reply #191 on: March 17, 2018, 01:02:48 AM »
SITREP Saturday #15: "Interlude" - Style achievements icons, community updates, and a a new Cogmind-ish game!

Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Kyzrati

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Re: Cogmind (now at Beta 5)
« Reply #192 on: March 21, 2018, 02:10:06 AM »
Heads up that I posted the first part of my 7DRL postmortem over in the POLYBOT-7 thread, worth mentioning here because it has a lot to do with Cogmind! The series will be detailing how I converted this into a different experience for the jam.
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Kyzrati

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Re: Cogmind (now at Beta 5)
« Reply #193 on: March 24, 2018, 12:21:12 AM »
SITREP Saturday #16: "Business as Usual" - Progress/Challenge achievements icons, achievement categories, and postmortem talk!

Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Kyzrati

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Re: Cogmind (now at Beta 5)
« Reply #194 on: March 31, 2018, 12:38:51 AM »
SITREP Saturday #17: "LOW_CONTRAST" - Event achievement icons, low-contrast improvements, and lots of other stuff.

Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor